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- /**
- *
- * Temporal Anti-Aliasing Render Pass
- *
- * @author bhouston / http://clara.io/
- *
- * When there is no motion in the scene, the TAA render pass accumulates jittered camera samples across frames to create a high quality anti-aliased result.
- *
- * References:
- *
- * TODO: Add support for motion vector pas so that accumulation of samples across frames can occur on dynamics scenes.
- *
- */
- THREE.TAARenderPass = function ( scene, camera, params ) {
- if ( THREE.SSAARenderPass === undefined ) {
- console.error( "THREE.TAARenderPass relies on THREE.SSAARenderPass" );
- }
- THREE.SSAARenderPass.call( this, scene, camera, params );
- this.sampleLevel = 0;
- this.accumulate = false;
- };
- THREE.TAARenderPass.JitterVectors = THREE.SSAARenderPass.JitterVectors;
- THREE.TAARenderPass.prototype = Object.assign( Object.create( THREE.SSAARenderPass.prototype ), {
- constructor: THREE.TAARenderPass,
- render: function ( renderer, writeBuffer, readBuffer, delta ) {
- if( ! this.accumulate ) {
- THREE.SSAARenderPass.prototype.render.call( this, renderer, writeBuffer, readBuffer, delta );
- this.accumulateIndex = -1;
- return;
- }
- var jitterOffsets = THREE.TAARenderPass.JitterVectors[ 5 ];
- if ( ! this.sampleRenderTarget ) {
- this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params );
- }
- if ( ! this.holdRenderTarget ) {
- this.holdRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params );
- }
- if( this.accumulate && this.accumulateIndex === -1 ) {
- THREE.SSAARenderPass.prototype.render.call( this, renderer, this.holdRenderTarget, readBuffer, delta );
- this.accumulateIndex = 0;
- }
- var autoClear = renderer.autoClear;
- renderer.autoClear = false;
- var sampleWeight = 1.0 / ( jitterOffsets.length );
- if( this.accumulateIndex >= 0 && this.accumulateIndex < jitterOffsets.length ) {
- this.copyUniforms[ "opacity" ].value = sampleWeight;
- this.copyUniforms[ "tDiffuse" ].value = writeBuffer.texture;
- // render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
- var numSamplesPerFrame = Math.pow( 2, this.sampleLevel );
- for ( var i = 0; i < numSamplesPerFrame; i ++ ) {
- var j = this.accumulateIndex;
- var jitterOffset = jitterOffsets[j];
- if ( this.camera.setViewOffset ) {
- this.camera.setViewOffset( readBuffer.width, readBuffer.height,
- jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
- readBuffer.width, readBuffer.height );
- }
- renderer.render( this.scene, this.camera, writeBuffer, true );
- renderer.render( this.scene2, this.camera2, this.sampleRenderTarget, ( this.accumulateIndex === 0 ) );
- this.accumulateIndex ++;
- if( this.accumulateIndex >= jitterOffsets.length ) break;
- }
- if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();
- }
- var accumulationWeight = this.accumulateIndex * sampleWeight;
- if( accumulationWeight > 0 ) {
- this.copyUniforms[ "opacity" ].value = 1.0;
- this.copyUniforms[ "tDiffuse" ].value = this.sampleRenderTarget.texture;
- renderer.render( this.scene2, this.camera2, writeBuffer, true );
- }
- if( accumulationWeight < 1.0 ) {
- this.copyUniforms[ "opacity" ].value = 1.0 - accumulationWeight;
- this.copyUniforms[ "tDiffuse" ].value = this.holdRenderTarget.texture;
- renderer.render( this.scene2, this.camera2, writeBuffer, ( accumulationWeight === 0 ) );
- }
- renderer.autoClear = autoClear;
- }
- });
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